KotH Doublepoint

Two control points for the price of one KOTH map! What is this madness?!

Name is possibly temporary.

This is just a simple map I blocked out in a couple of days to experiment with the multi-point KOTH gametype. The first step was to create a working entity setup for the gametype, at which I think I succeded (to some extent), and which you can download here: http://forums.tf2maps.net/showthread.php?t=16799

As of version A02, overtime is still broken, and announcer still occasionally voicespams. I think there's little I can do about this.

Couple of gripes from the folk playing on it, having to have both points captured in order to win could lead to never ending games on larger servers, some suggested that you only should need one capped in order to win. I personally don't have a problem with the way the map plays right now.

Quick edit, sorry:The spawns are a bit easy to camp, had trouble getting rid of a wrangled sentry at one point.

Needing to own both points to win was actually not intended, and instead a consequence of weird overtime behavior. Right now I'm tweaking the entities so that it is possible to win while each team owns a single point.

Spawn camping: this problem didn't really manifest itself at all during today's test, but I could see it becoming much more serious with larger teams (and medics). I'll wait for another test before I start changing layout and stuff.

Someone suggested removing the middle direct path between A and B. My intuition tells me this would be a dubious idea, because if a team just captures point B, say, and suddenly the opponents start capping A, they would have to run either back to their own spawn or right by the enemy spawn, causing unnecessary grief. Opinions?

Also, it seems we all agree overtime was broken as shit, which I think is a fair evaluation. Anyone know of a way to turn off KotH overtime completely?

Maybe you should try setting timer to something low, like 30 - 60 seconds, but have it only count down when both caps are owned by a team. That might get rid of the timehasbeenaddtimehasbeentimehastimehasbeenaddedtimehasbeen problem.

Connector should stay imo because without it the teams might start just running in circles. You should make it a bit more interesting to fight in though.

I don't really like how one point is a lot higher than the other. Capping highest point first seems to be the better option because you have the height advantage when going to the other point.

Maybe you should try setting timer to something low, like 30 - 60 seconds, but have it only count down when both caps are owned by a team.

Click to expand...

While this would get rid of the announcer bug, I doubt the map would be as fun to play with this mechanic. If anything, this would make it even more prone to stalemates because if each team manages to solidly defend one point for a while, the timers wouldn't count down and the map would drag on (hydro syndrome).

Hm, an interesting criticism. I think I'm going to keep the height variations for now because I'm trying as much as possible to make the points different to fight around: different layouts, different strategies for attacking. I think the general difference in height simply means that one of the points would be more important to fight over at the beginning of the round, and wouldn't cause a more fundamental imbalance.